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Author Topic: The Bruce Lee game for Xbox.  (Read 4224 times)

Offline seven
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The Bruce Lee game for Xbox.
« Reply #45 on: February 25, 2002, 06:25:46 AM »
before this gets into a nasty technical war where everyone posts articles from else where, let me clear something up with what I ment above about the bandwidth on X-box:

the bandwidth is plenty, even if they want to use AA - but they will get into bandwidth problems pretty fast if they make too extensive use of textures and other in-game effects. The more textures you want, the more bandwidth you use. The question is, how much can bandwidth be used, while still being able to implement AA? X-box launch games don\'t have AA and not even all the newer ones have it? Why? To keep texture detail and other stuff up. Or perhaps to maintain 60 fps?

The 6.4 GB/s in X-box is shared bandwidth, while PS2 has got ~10 GB/s dedicated texture bandwidth and ~38 GB/s dedicated bandwidth for the framebuffer.

Offline GmanJoe

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« Reply #46 on: February 25, 2002, 06:31:25 AM »
Man, I wish the Nishis were here. They know a lot more about the PS2 hardware than I know about the back of my hand.
\"Gee,  I dunno.  If I was a chick, I\'d probably want a kiss (or more) from Durst, too.\"--SineSwiper 9/23/03 (from another forum)
Originally posted by Seed_Of_Evil I must admit that the last pic of her ass will be used in my next masturbation. She\'s hot as hell, one of my

Offline BizioEE

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The Bruce Lee game for Xbox.
« Reply #47 on: February 25, 2002, 07:45:05 AM »
Quote
Show me an Xbox game on any console that has so much going on on-screen? You have real time lightning-effects (day/night), you have roughly 13 million polys, heaps of different textures (and the detail, check them again, especially on the houses), the fluid animation, water, draw-distance... it might not be new gameplay, but in terms of technical achievement, this game is not disappointing.


Halo is more impressive for me,overall ! speaking of graphics,physics and AI !

Don\'t look at the number of polys...look at the number of instructions per poly...it\'s more meaningful !

Quote

before this gets into a nasty technical war where everyone posts articles from else where, let me clear something up with what I ment above about the bandwidth on X-box:

the bandwidth is plenty, even if they want to use AA - but they will get into bandwidth problems pretty fast if they make too extensive use of textures and other in-game effects. The more textures you want, the more bandwidth you use. The question is, how much can bandwidth be used, while still being able to implement AA? X-box launch games don\'t have AA and not even all the newer ones have it? Why? To keep texture detail and other stuff up. Or perhaps to maintain 60 fps?


It\'s the point seven,developers will have to fight to maximize the UMA architecture,it\'s not so easy! Consoles are not PCs...you have a fixed piece of hardware and year after year you have to "fight" to find the way to do more and more...it\'s why you can\'t see all the power of the XBox at launch,or right now...it\'s why developers at first have to come to compromise...it happened for PSX,N64,DC,PS2...and now XBox...
I know you\'re intelligent seven(well...a little bs though:) ) and you understand it very well !
XBox has a fixed memory bandwidth(6.4...) and now it\'s up to developers to do the best they can...year after year...
The fact that XBox has theoretically enough banwidth to do "everything it has in the specs" in most of scenarious,it doesn\'t mean it\'s easy to do...and it doesn\'t mean you\'ll have everything at Launch!

Quote

The 6.4 GB/s in X-box is shared bandwidth, while PS2 has got ~10 GB/s dedicated texture bandwidth and ~38 GB/s dedicated bandwidth for the framebuffer.


seven,you can\'t put some numbers on paper and leave:)

The XGPU was designed to be as miserly in its memory usage as possible,it has Real-time Hardware Texture Decompression (S3TC),multi-texturing,per-pixel DOT3 bump-mapping.
The GS does not feature any of the pixel or vertex shading capabilities of the NV2A,no real-time hardware Texture Decompression,and it derives most of its power from extreme parallelism. While the NV2A has four parallel pixel pipelines, the GS has a total of 16,and you have to feed regularly with data each of the 16 parallel pixel pipelines in order to extract the most performance out of the processor...in a few words...I won\'t start another "crap":) but I wanted to make this clear...the 2 consoles work in a different way and it\'s not possible to compare the raw numbers of bandwidth alone...
« Last Edit: February 25, 2002, 07:57:30 AM by BizioEE »
He has the power of both worlds
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AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline seven
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The Bruce Lee game for Xbox.
« Reply #48 on: February 25, 2002, 08:12:23 AM »
Quote
the 2 consoles work in a different way and it\'s not possible to compare the raw numbers of bandwidth alone...


Thank you BizioEE, you finally said it. If you yourself admit that both consoles work so different, was it necessary to say "XBox has more processing power than PS2,more rendering bandwidth,more texture bandwidth,more RAM,better sound capabilities,a built-in HD" etc even if it\'s clear that both work so different?

Xbox has great potential yes, but it also has its limits and developers are already fighting it now. Halo runs at 30 fps and most games don\'t even have AA - and remember what Microsoft said? Remember what Tecmo said? You of all should know that I never said PS2 was better, but just that it\'s different and that both outclass eachother in certain areas. You might name Halo being a flagship title, I have MGS2 which blew me away. IMHO, they are still more or less up to par in the whole run and it will be interesting to see which console will eventually outclass the other. It won\'t matter to me since I doubt that the differences will be that big and both consoles will shine in their way (may it be gameplay, graphics etc).

Offline Paul
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The Bruce Lee game for Xbox.
« Reply #49 on: February 25, 2002, 09:08:20 AM »
Quote
You do not wish to debate on all the other pointless issue because you can\'t


No you sissy, it\'s because I\'ve so many games to play that i don\'t have so much time arguing with u(not to mentioned I\'ve a real world life to live) coz u got nothing to show for other than incorrect tech explanation and YES, the X-Box has a SMALLER bandwidth than the PS2(as explained in detail by seven) and YES, the X-Box does has more GPU processing power.
Satisfied???

Quote

In fact for all it\'s processing power, the bandwidth issue and the puny CPU is the X-Box weakest link. That is why Halo only managed a 30fps frame rate.
--------------------------------------------------------------------------------
May you elaborate? It\'s interesting...

It\'s simple..it means your all mighty and powerful X-Box broke sweat when trying to shift all those wonderful texture, and micro-polygons,and lens flare, AI, transparancies all over the system and realized that trying to do 60fps with all those wonderful graphics and details over the 6.4GB bandwidth is NOT possible. Is that so hard to decipher??? :D


Quote

...look at the number of instructions per poly...it\'s more meaningful !

instruction per poly is more meaningful. That\'s the funniest marketing blabber I heard all year long.

Hey I got a better one, maybe \'micro pixels per semi-poly is more erotic and sexy than nude polygons with no clothes on\'??

Damn, SONY better hire me as their Hype-generating manager. :D

Offline BizioEE

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« Reply #50 on: February 25, 2002, 09:33:53 AM »
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No you sissy, it\'s because I\'ve so many games to play that i don\'t have so much time arguing with u(not to mentioned I\'ve a real world life to live)


Do you have a real world life? I\'m impressed !

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 coz u got nothing to show for other than incorrect tech explanation and YES, the X-Box has a SMALLER bandwidth than the PS2(as explained in detail by seven)


XBox has more effective bandwidth than PS2...and seven did explain nothing!  

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Satisfied???


Yes...now I know you\'re retarded!;)

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It\'s simple..it means your all mighty and powerful X-Box broke sweat when trying to shift all those wonderful texture, and micro-polygons,and lens flare, AI, transparancies all over the system and realized that trying to do 60fps with all those wonderful graphics and details over the 6.4GB bandwidth is NOT possible. Is that so hard to decipher???


You didn\'t explain to me why it\'s not possible....
But you confirmed me you\'re retarded!:)

Quote
Thank you BizioEE, you finally said it. If you yourself admit that both consoles work so different, was it necessary to say "XBox has more processing power than PS2,more rendering bandwidth,more texture bandwidth,more RAM,better sound capabilities,a built-in HD" etc even if it\'s clear that both work so different?


Both consoles work in a different way...but it doesn\'t change the fact XBox is more competitive in almost everything(and it has more effective bandwidth)...THE END...I\'m tired...
« Last Edit: February 25, 2002, 10:08:36 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline seven
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The Bruce Lee game for Xbox.
« Reply #51 on: February 25, 2002, 10:05:36 AM »
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XBox has more effective bandwidth than PS2...and seven did explain nothing!


Yes I did. I proved you wrong above. If you think you know it better, please do so by proving me wrong. :)

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Both consoles work in a different way...but it doesn\'t change the fact XBox is more competitive in almost everything(XBox has more effective bandwidth)...THE END...I\'m tired...


contradiction anyone? :D
I love it when people say things without the knowledge to back them up, but still make it to be fact. *seven shakes his head*

Offline BizioEE

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« Reply #52 on: February 25, 2002, 10:16:34 AM »
Quote
contradiction anyone?  
I love it when people say things without the knowledge to back them up, but still make it to be fact. *seven shakes his head*


seven,I don\'t see any contradiction,you\'re the one without knowledge,and you\'ve proved nothing because you can\'t:)

I could show you a lot of material and you\'d say it\'s BS...
...try to show your crap to TeamXbox Forums,and try to debate with Gking...I\'m just laughing...and I feel you\'ve already proved...

I\'m tired to speak with you,it\'s not interesting,and I\'ve just said everything above...ADIOS!
« Last Edit: February 25, 2002, 10:27:53 AM by BizioEE »
He has the power of both worlds
Girl: What power… beyond my expectations?
AND IT\'S PERSONAL
Demon: No… the legendary Sparda!?
Dante: You\'re right, but I\'m his son Dante!

Offline fastson
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The Bruce Lee game for Xbox.
« Reply #53 on: February 25, 2002, 10:35:27 AM »
Quote
Originally posted by BizioEE


seven,I don\'t see any contradiction,you\'re the one without knowledge,and you\'ve proved nothing because you can\'t:)

I could show you a lot of material and you\'d say it\'s BS...
...try to show your crap to TeamXbox Forums,and try to debate with Gking...I\'m just laughing...and I feel you\'ve already proved...

I\'m tired to speak with you,it\'s not interesting,and I\'ve just said everything above...ADIOS!


Ohhh TeamXbox.. Please dont hang with those retards.
If you\'re interested in tech I recomend Ars forums, alot better.
+ people know wtf they are talking about.
\"Behold, my son, with how little wisdom the world is governed\"
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Offline mm
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« Reply #54 on: February 25, 2002, 12:13:08 PM »
teamxbox

*shudder*
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Offline MAKAVELIUK
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Re: The Bruce Lee game for Xbox.
« Reply #55 on: February 25, 2002, 12:15:07 PM »
Quote
Originally posted by Terry Bogard
http://www.gamespydaily.com/news/screenshots.asp?id=2971



Wow, This game really looks like a game that CAN\'T be done on PS2.  


.




well this game is coming on the Playstation 2,Gamecube,Gameboy Advance

Offline fastson
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Re: Re: The Bruce Lee game for Xbox.
« Reply #56 on: February 25, 2002, 12:16:37 PM »
Quote
Originally posted by MAKAVELIUK




well this game is coming on the Playstation 2,Gamecube,Gameboy Advance


I thought it was developed by Microsoft 1st party devs.
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Offline seven
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« Reply #57 on: February 25, 2002, 12:39:15 PM »
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I know you\'re intelligent seven(well...a little bs though ) and you understand it very well

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seven,I don\'t see any contradiction,you\'re the one without knowledge


This BizioEE is a prime example of contradiction.

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...try to show your crap to TeamXbox Forums,and try to debate with Gking...I\'m just laughing...and I feel you\'ve already proved...


TeamXbox forums? Nah, I feel that I am above their standards. But I am sure you would fit in nicely there. I\'m sure you\'d get more credit there than you are here...
« Last Edit: February 25, 2002, 12:42:43 PM by seven »

Offline MAKAVELIUK
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The Bruce Lee game for Xbox.
« Reply #58 on: February 25, 2002, 12:50:18 PM »
Playable code of Bruce Lee on Xbox was on display in France for the first time earlier this week, as we spoke with the senior producer, Jonathan Eubanks, who outlined his multiformat vision

15:40 Hard. As. Nails. Bruce Lee was never the sort of person whose pint you\'d want to spill, and his ascetic, life-long dedication to the study of martial arts will be remembered for years to come. It\'s been a long time since we\'ve seen a Bruce Lee videogame, but Vivendi Universal has finally taken the plunge, bringing the legendary fighter onto all major consoles formats in the not-too-distant future. Bruce Lee on Xbox is the first title to see the light of day; the game was displayed for the very first time in France on Tuesday.
Boasting stunning graphical qualities, the game provides a vivid, striking recreation of Lee, as he fights his way through a traditional Japanese setting, punching the crap out of ceaseless torrents of enemies that stand in his way. Present at the event was senior producer of the title, Jonathan Eubanks, who demonstrated the title for us, before discussing his elaborate vision in detail. Here\'s the full transcript:


What\'s the story behind the game? Is it based on any of his movies?

Eubanks - No, it doesn\'t do any of that. We can\'t do anything that was in the movies because we don\'t have the licence for that. What Universal owns is the licence to the image of Bruce Lee, so we can use him in any setting we want to, whereas those with the movie licence can\'t do that at all. We\'re in a good position.

Bruce Lee\'s father has been kidnapped and at the same a dragon relic has stolen - Bruce must get this back and his father. The game is held together by cinematics that direct the storyline, with about 50 in-game cinematics and 60 streaming cinematics, and within those there are over 700 lines of dialogue and in the game there are over 1500 lines of dialogue.

With this game we spared no graphic quality - as you can see, it has everything in terms of look and feel.

How does the fight system work. If there are several people around you can you lock onto one of them?

Eubanks - Yes. If you use the left trigger you can lock onto the nearest enemy and then if somebody goes behind you [demonstrates hitting someone behind Lee, using right analogue stick] you can hit them. The fight system is direction based.

What weapons are available?

Eubanks - In this game, only the nunchukas - that\'s not because we couldn\'t do it; it\'s because of some of the design disputes we had. Originally the game went in another direction that I didn\'t like, and as a result we had to change it and go back to what we were trying to do. In order to get the game out in time, we weren\'t able to implement additional weapons.

In the future games, Bruce will only be able to use the weapons he used in the movies: the long bow-staff; throwing wood darts. Also, this will be the only Bruce game that you ever see where he fights a female character, because of the wishes of his estate. I do agree with it, and the only reason it made it into this version was that we made that the argument that our core gamers expect to be able to fight women characters.

Have you encountered any other problems regarding the license?

Eubanks - He can\'t swear, obviously, and we won\'t have that in the game anyway. Also, there\'s no blood.

Which consoles is Bruce Lee going to appear on?

Eubanks - I\'m gonna have it everywhere. Next year it will be on PS2, Xbox, Gamecube, GBA: it\'ll be everywhere - every platform. Also, I\'m gonna make two different types of game; I\'m gonna have two games going simultaneously - that\'s my hope and my vision. What I want is one that is purely an arena fighter, and another that is an adventure game.

An arena fighter like Tekken of VF 4?

Eubanks - Right. I want to have to have one like that, and the other one - the adventure game - will be like [the Xbox version] but less arcadey and more realistic. If you see here, he\'s on fire - if you hit the black button it gives him some dragon power. The adventure game will be ultra-realsitic: he\'ll do things like climbing poles and ropes, fighting and sneaking - some of the things you\'ll see in Metal Gear Solid 2. The story will be different in terms of how it\'s conveyed in the game experience.

Have you started work on the arena fighting game?

Eubanks - Not yet - I\'m laying the design out right now and trying to work out some details. However, I have pretty much started the next PS2 version.

Will it be the same as the current Xbox version?

Eubanks - No; a separate game by a separate developer. This one is very cosmetic, very glossy - the other one will be, like I said, ultra-realistic. This is realistic, but has some unrealistic elements.

Is this because the PS2 simply cannot handle some of the things you\'re doing with Xbox?

Eubanks - Right. [With the PS2 version] I\'m really gonna be focused on making a super, great game without being so much concerned with the deep graphic quality people expect to see on the Xbox. For the Xbox, it was the first time and we wanted to get the reflection mapping, bump mapping and all that kind of stuff. It\'s a good game. It really is a solid, good game, but for the next one I\'m gonna go even deeper.

What about the GameCube version?

Eubanks - I plan on making the game so you won\'t see any changes: what you see on PS2 is what you see on GameCube, and what you see on Xbox is what you see on GameCube - I won\'t change anything. That\'s how people will have to take it. If there\'s stuff that is easy to do on a particular console, then I\'ll make that change, but for the most part I intend on accommodating the game on all platforms. If I can do it, it\'ll be everywhere.

And on the GBA?

Eubanks - That\'s kind of tricky. Even though I\'m very much inclined to do it on GBA, I\'m concerned about being able to see it. If this is on GBA, is it going to look good? I want to avoid too much negative criticism, and I think if the game comes on GBA then I\'m going to be open to that. I don\'t like the dark screen.

Why make a game about Bruce Lee in the first place?

Eubanks - I\'m a Bruce Lee fanatic, have been all my life. If you knew my family, they\'d tell you I was born to do just this - if there was no God, he would have been mine. When I came to Universal it was like: "What? Bruce Lee? I\'ll quit whatever I\'m doing to do this."

What fighting style have you used?

Eubanks - It\'s very authentic - called jeet-kune-do: that means the way of the intercepting fist, which Bruce invented. It was designed to make martial arts economical. In this game, I took a chance by copying that, as it\'s not always glamorous. In other fight games they do all these crazy things that defy the laws of gravity, whereas his moves are very real.

Is the Xbox version the only one we\'ll see released this year?

Eubanks - The Xbox is the only version that will appear this year. There\'s a possibility of the GBA, but I\'m trying to cancel it. It depends - if I can get something that looks really good, I\'ll go with it. I just don\'t like the dark screen. If it was backlit it would be great - I just don\'t want to put it out there and risk it.


http://www.computerandvideogames.com

Offline seven
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« Reply #59 on: February 25, 2002, 01:49:18 PM »
interesting read, thank you.

Quote
Eubanks - Right. [With the PS2 version] I\'m really gonna be focused on making a super, great game without being so much concerned with the deep graphic quality people expect to see on the Xbox. For the Xbox, it was the first time and we wanted to get the reflection mapping, bump mapping and all that kind of stuff.

Quote
Eubanks - I plan on making the game so you won\'t see any changes: what you see on PS2 is what you see on GameCube, and what you see on Xbox is what you see on GameCube - I won\'t change anything. That\'s how people will have to take it.


WTF? Will they look the same or not?

Oh and from who is this interview?

 

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